Nevernever Powers
Bound Spiritual Entity [+3]
Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer.
Effect:
Unbodied. You cannot take physical skills, you cannot move yourself, and you cannot communicate verbally and other neat things.
Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to.
License to Possession. If you have the domination ability, you qualify for the possession upgrade, and you can possess your bearer.
Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.
Possess Corpse [-2]
Description: You are a spiritual entity, and lack a body, though that does not mean that you can't acquire one (slightly used). You have learned to possess a corpse, allowing you to make use of the former owners skills and abilities.
Musts: You must have a high concept that reflects your predilection for possessing corpses, and you must have a way to become insubstantial (and attach this power to it).
Effect:
Inhabit Corpse. When you inhabit a corpse you gain a limited form of the Mimic Ability power (restricted to what the corpse has to offer). You have a number of form points equal to the amount of refresh you have invested in Possess Corpse and the method by which you become insubstantial in order to Inhabit the body.
Living Dead. The bodies you inhabit are still dead. While Inhabiting a Corpse you gain access to the Living Dead power.
Advanced Inhabitation [-Varies]. You have expanded your ability to take advantage of the corpses you inhabit. Refresh invested in this upgrade is accounted towards your total mimic points as per the Inhabit Corpse effect (see above).
Dream or Reality [-2]
For you the lines between Dream and Reality are blurred, so much so they are almost non-existant. You live just as much in the world of fantasy as you do on planet earth. You are able to bring your control of your Demesne into the mortal world. You are able to shape reality to your whim.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can alter reality as if you were in your personal Demesne, though not as freely as you would be able to in the Nevernever. You can roll Discipline to place scene aspects as normal, and can even use discipline to physically attack using the (now) mutable nature of the zone against your opponents. However, your attacks are all weapon: 0. Any change you make is impermanent, and reverts to its original state at the end of the scene, however, you may spend a fate point to make a change permanent (or more, at the GM's discretion).
Rapid Eye Movement. When you use this power your eyes flicker back and forth as if you were sleeping.
Illiteracy. You are unable to read, it is not because you do not know how, it is just that your brain is unable to correctly identify the symbols on the page. If you somehow loose access to this power, you will be able to read (if you were previously able to).
Improved Sculpting -1. Your attacks are now treated as Weapon: 2.
Powerful Sculpting -1. Your attacks are now treated as Weapon: 4, and any scene aspect you place is automatically made 'Sticky'.
Psychic Abilities
Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
Resonant Emotion [Incite Emotion Upgrade; -1]
Musts: Lasting Emotion
Attacks and blocks made with Incite Emotion gain a +1 bonus, and aspects placed with Incite Emotion maneuvers are automatically sticky.
Heart-String Virtuoso [Incite Emotion Upgrade; -1]
Musts: Resonant Emotion
When tagging an aspect placed with your Incite Emotion power, you gain a +1 bonus, for a total of +3.
Emotional Control [Incite Emotion Upgrade; -1]
Musts: Incite Emotion
You may use Discipline instead of Deceit or Intimidation for your Incite Emotion power, and gain a +1 bonus when doing so.
Incite Crowd [-1], upgrade to Incite Emotion
You may use Incite Emotion against multiple targets simultaneously, as per the Spray Attack rules, splitting effort between targets, or, for a -2 penalty, against everyone in the zone you occupy, excluding yourself if you wish. The benefit of this upgrade cannot be used in conjunction with the benefit of At Range. Though you may possess both and use them both, you cannot use them both in the same action.
Telepathy [-2]
Description: Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder, your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.
Musts: Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.
Skills Affected: Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)
Effects:
An Open Book. People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill.
Dig A Bit Deeper. Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first.
Mind Trick. These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first.
Mental Fortitude [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201).
Mental Fortress [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress.
Psychic Strike [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.
Telekinesis [-2]
Description: Not all is magic and mysticism, the human body holds many wonderful secrets of its own. Your secret is the ability to move objects with the power of your thoughts. Regardless of the specifics of your power's source (evolution, chemistry, mutation, technology, etc) magic is not it. Your ability is "natural" and doesn't cause repercussions from the Laws of Magic, although those know as "wardens" generally don't take the time to ask questions if they think you have broken one of the "laws".
Musts: A template or aspect related to your status as a telekinetic is required.
Skills Affected: Conviction (page YS:124) and Discipline (page YS:127)
Effects:
Mind Over Matter. Why use muscles when your brain can do the heavy lifting. Might is replaced by Conviction for the purposes of lifting things with your mind. When attempting to throw an object or make a direct kinetic attack with this ability, Discipline replaces Weapons and Fists respectively.
Thoughts Take Flight [-1]. You may not have wings, but that doesn't mean you can't fly. Many kinds of borders (page YS:212) are reduced or eliminated and you are able to travel through zones (page YS:197) vertically. The Discipline skill is used to govern flight in the same way that Athletics is used for running.
Kinetic Defense [-2]. Your telekinetic power is great, manifesting in a persistent shield around you granting Armor:1 against physical attacks. When performing a Full Defense (page YS:199) this bonus becomes Armor:2.
Haruspicy [-2]
Reading the entrails of sacred animals (dependent on cultural or supernatural heritage) is more of an art than a science. The ability to divine omens from the liver, heart, etc. functions like Cassandra's tears - without the Catch, but with much more viscera.
Holistic Sense [-1]
Description: You are in tune with the fundamental interconnectedness of the universe. You can draw accurate (if bizarre) conclusions from seemingly random phenomena that bear no obvious relation to the matter you are considering.
Musts: You must have a high concept that would justify this power, such as Holistic Detective, Zen Master, or Protector of the Balance.
Skills Affected: Scholarship, Investigation, and others as appropriate.
Effects:
The Butterfly Effect. You can make an Assessment check using any skill you possess, with only a tenuous justification. The only requirement is that you vary your skills, selecting a different skill with each Assessment. If you opt to use the same skill a second time in a row (presumably your best skill), you get a -2 to your check.
Mind Meld [-1]
Description: You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
Musts: You need some way to become insubstantial in order to enter the target's body.
Effects: When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own.
Co-Pilot [-1]: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.
Mnemosyne's Shadow [-2]
Description: Normally filed beside similar abilities like Cassandra's Tears and Prescience, with Mnemosyne's Shadow you learn things without previouse experience or exposure to the subject matter. You literally pull knowledge out of thin air. You Know things....
Billy: "Where does their knowledge come from Bob? "
Bob: "That's still being debated. Mnemosyne is just the popular theory. It could be any number of things including a form of ranged Psychometry or a version of The Sight."
Skills Affected: Lore
Musts: Must have a High Concept or Trouble that reflects the ability and can be compelled frequently. Examples: The High Concept Mnemosyne's Errand Boy or the Troubles Knows Way Too Much or Insufferable Know-it-all.
Effects:
Strange Knowledge: You can use your Lore Skill to get Answers about a subject for a Scene. The difficulty of the Lore check set by the GM should reflect not just how general the knowledge is, but also how secret it is. However, you can't control the breadth or the accuracy of the information gained. You almost always get fairly random knowledge in addition to what is being looked for. For example, if you use the Shadow to gain knowledge about a Clued-in Mobster you may get information about not only his known aliases, but also his shoe size, favorite foods, number of sexual conquests, etc. If using it to find out the combintation to the safe, you might get every combination the safe has ever used and the significance of the digits to the safe's owner.
Dangerous Knowledge: For a price, you can get potentially "Game-breaking" pieces of knowledge such as the Dark Sorcerer's True Name. The Price is negotiated with the GM the same way as an escalated compel. Information such as this that could potentially break a storyline could be worth as little as a few Fate Points or as much as a Serious Mental Consequence.
The Hidden Voice [-1]
You can speak directly in to the mind of anyone you see as long as you have eye contact with the target and it is capable of thought.
Disembodied Voice [-1]
You may use this power on targets up to one zone away without looking them in the eye.
Thought Mimicing Voice [-2]
You can mimic the a persons internal voice, unless they realise the deceit (empathy roll) there defense against
your social attack defaults to 0.
Prophetic Visions [-1]
Bits and Pieces: Once per scene, this character may roll Lore against a target of Good (+3) to make an assessment or declaration regarding the scene or a character in it. This represents flashes of insight and relevant info being pulled out of the character's otherwise difficult to interpret visions. For an Assessment, the GM determines what aspect is revealed, while for a Declaration, the player may invent a suitable aspect, so long as the GM and other players approve. These aspects may be tagged/invoked as usual. This ability may not be used repeatedly to assess/declare aspects regarding the same character encountered across multiple scenes.
I've Done This Already: In exchange for a Fate point, this character may roll Lore in place of any other skill, except as an attack in combat. This represents a vision in which the character sees himself performing the action in the future, so he already knows what to do.
Major Prophecy: The GM has license to give this character a major vision, usually about once per session, describing its contents and possibly asking for a Lore or other roll to interpret it. These visions tend to reveal one or more important but vague aspects that exist in every scene until the prophecy is fulfilled. The player is encouraged to remind the GM of this power, as it can provide good plot hooks and potentially compels on the character's reactions to these visions.
Short-term precognition -2
Description: Your can see a few a moments into the future
Must: You must have Cassandra’s Tears
Pre-emptive Evasion: your dodging checks are made at a +2
I saw you coming: you have a + 4 to alertness check to avoid ambush
Skills Effected
Athletics, Alertness and some other physical skills
[-3] EYE OF PROVIDENCE
Description: You see all things as they really are, within limits.
Type: faith powers, order powers, supernatural heavyweights within their domains
Musts: A high concept that relates to knowledge and/or limited omniscience.
Effects:
True Sight You have The Sight. You are immune to mental stress induced or transmitted through vision such as observing the true form of eldritch horrors, seeing horrendous nightmares or facing the gaze of Black Court vampires.
[-2] Farseer: Your vision gets a lot fewer penalties with distance. If the "Eye of Providence" ability costs a total of 3 points, you can see as well as small, amateur telescopes and strong binoculars; observing people a dozen miles away is easy. If it costs 5 or less, you can see as well as most optical telescopes; observing things at the other side of a country is easy - seeing astronauts on the surface of the moon is a bit harder. If it costs 7 or less, you can see as well as the best mortal technology. If it costs the full 9 points, you take no distance penalties at all.
[-2] You Cannot Hide: Your vision penetrates normally opaque objects such as walls; they appear transparent to you.
[-2] See Past The Currents of Time: You can observe events without lightspeed delay, as if the light did not have to cross the intervening distance. Maybe your vision picks up magical or cosmic signals. Maybe your power snatches images as soon as they are generated. Whatever the reason, your sight is always realtime.
The Catch: Most beings with this ability are somehow limited in what they can perceive either in amount or nature. +2 rebate if you can observe only one event or location at the same time - such as a clarvoyant seeing a single room in the next continent or a Dark Lord being able to see only one battle at a time despite having unlimited range and being able to see through objects. +1 rebate if you can observe up to 100 events or locations at a time. If you can see more than 100 things at a time, you get nothing. +2 rebate if the nature of what you can see is very narrow or unimportant - like being able to see for only 1 minute each day, or only observe one bloodline or see all people that are currently scratching their nose. +1 rebate for less narrow sight or greater importance - like being able to see for many minutes each day, or only observe a major city or small country or see all mischief done by young children. More open sights or greater importance give you nothing.
The Catch is usually a +0 instead of no catch at all for very broad or still existent limits such as seeing all things ever written by man, or seeing all enemies of Asgard or seeing all deaths. Only major supernatural heavyweights whose powers are Knowledge, Foresight and the like (such as the Fates, a major deity of Wisdom or the Archangel known as the Watchman) have near-omniscience, even omnisciense limited to the present.